I have run into a small issue lately, which is of high importance for camera's close-ups (and it's still good to know what's causing it).
I have a model in 3DS Max and it looks fine, but when I preview it in StarCraft, it is as if the smoothing groups, in certain parts of the mesh, are not properly exported. I have tried to reset the smoothing groups of each Polygon and reattach them, I have also tried using a separate Smooth modifier, but the problem persists.
The attached image clearly displays what I mean, it's almost a combination of a smooth mesh with a wire-frame mode and it is the breast of the mesh.
I am almost 100% positive that I am missing something with the smoothing groups or it could be a shader issue, but I still don't understand why it is being properly displayed within Max and not Cutscene Editor.
Thanks in advance!
Edit: The model was created in ZBrush, if it's important.
you mean each polygon is being shaded/lit separately? there's a 3ds max material option you can click which removes the by-polygon shading. i can't remember which ticker it is, but if you can't find it in a bit, i'll load up 3ds max and check it out
edit: i can't find the option, but i'll keep looking
I actually had this problem happen when I used m3a animations on a model. I could only fix it by leaving the animations in the model. While I doubt this is your problem, that is my only experience with it in the past. I tried everything and was never able to fix it while leaving the animations as an m3a.
thanks for the replies! Delphinium1987, sort of, yes. I have opened Max to see if I can find the option you've mentioned, but I could not find it. Additionally, I tried to apply MSmooth (Mesh Smooth) from Editable Poly Modifier and it kind of decreases the impact of the effect, but at the same time it overloads the model with many vertices and if I apply an even higher multiplier, it will not even load in the previewer of StarCraft.
IskatuMesk, yes, I get a similar effect on her arms. The thing is, this problem is only present on the nose, right arm, breast, the "muscles" beside the nostrils and some portion of her thighs. From distance, it's not much of a problem, but I am going to user her for a cinematic.
Finally, I tried unticking the Smoothing Groups option while loading the FBX file (so as to apply them manually), but upon loading, I got an error which terminated Max.
Edit: The same model looks flawless in Unity!
Edit2: From the train on her waist, that's definitely some NCSoft. :)
The bug wouldn't show up on the mesh while it was in the base t-pose animation, only when the m3a was actually loaded in the cinematics editor. With the animations on the mesh normally, no such problem ever occurred. I tried resetting normals, welding, changing materials, just about everything I could think of. The only real possible hint I got is that the morphs were getting screwed up. I don't know animation, so I couldn't say what that even is. Is your mesh animated? Does it look fine when you strip out the animations?
I have yet to encounter it again because I just load the animations with the m3 normally for everything. Though if I do, I'll be sure to post about it.
Yeah, I wanted to let you know about that and I forgot: my model is not animated, yet.
I also followed what you said to no avail (toyed around with normals [I am not sure if I did anything there, really, I only scaled them up and ticked the option of "show normals"), multiple smoothing modifiers, connecting & welding, materials, etc.].
A guy told me it could be a shader issue, but I have no clue what to do with this information. I guess they are pretty hard-coded and not subject to modifications, but why would only this model cause this is beyond my understanding. It only signifies how newbie I really am. :P
I don't think it's a shader problem per se. It may be a shader problem indirectly, e.g. something in the mesh might be misbehaving. I don't know anywhere near enough to know where to go from here, either. It could be meta data (which gave me some issues in another game), but my method of stripping that (dumping it to obj and re-importing it) tends to strip out other information, too. You could try it, though, and see what happens.
Hey guys,
I have run into a small issue lately, which is of high importance for camera's close-ups (and it's still good to know what's causing it).
I have a model in 3DS Max and it looks fine, but when I preview it in StarCraft, it is as if the smoothing groups, in certain parts of the mesh, are not properly exported. I have tried to reset the smoothing groups of each Polygon and reattach them, I have also tried using a separate Smooth modifier, but the problem persists.
The attached image clearly displays what I mean, it's almost a combination of a smooth mesh with a wire-frame mode and it is the breast of the mesh.
I am almost 100% positive that I am missing something with the smoothing groups or it could be a shader issue, but I still don't understand why it is being properly displayed within Max and not Cutscene Editor.
Thanks in advance!
Edit: The model was created in ZBrush, if it's important.
you mean each polygon is being shaded/lit separately? there's a 3ds max material option you can click which removes the by-polygon shading. i can't remember which ticker it is, but if you can't find it in a bit, i'll load up 3ds max and check it out
edit: i can't find the option, but i'll keep looking
I actually had this problem happen when I used m3a animations on a model. I could only fix it by leaving the animations in the model. While I doubt this is your problem, that is my only experience with it in the past. I tried everything and was never able to fix it while leaving the animations as an m3a.
Please send me the max file and let's have a try. (Is that a model from “Magna Carta”? I don't know why but I just think so.)
Hey guys,
thanks for the replies! Delphinium1987, sort of, yes. I have opened Max to see if I can find the option you've mentioned, but I could not find it. Additionally, I tried to apply MSmooth (Mesh Smooth) from Editable Poly Modifier and it kind of decreases the impact of the effect, but at the same time it overloads the model with many vertices and if I apply an even higher multiplier, it will not even load in the previewer of StarCraft.
IskatuMesk, yes, I get a similar effect on her arms. The thing is, this problem is only present on the nose, right arm, breast, the "muscles" beside the nostrils and some portion of her thighs. From distance, it's not much of a problem, but I am going to user her for a cinematic.
Finally, I tried unticking the Smoothing Groups option while loading the FBX file (so as to apply them manually), but upon loading, I got an error which terminated Max.
Edit: The same model looks flawless in Unity!
Edit2: From the train on her waist, that's definitely some NCSoft. :)
You'd be correct, that's a lineage 2 model.
The bug wouldn't show up on the mesh while it was in the base t-pose animation, only when the m3a was actually loaded in the cinematics editor. With the animations on the mesh normally, no such problem ever occurred. I tried resetting normals, welding, changing materials, just about everything I could think of. The only real possible hint I got is that the morphs were getting screwed up. I don't know animation, so I couldn't say what that even is. Is your mesh animated? Does it look fine when you strip out the animations?
I have yet to encounter it again because I just load the animations with the m3 normally for everything. Though if I do, I'll be sure to post about it.
@IskatuMesk: Go
Yeah, I wanted to let you know about that and I forgot: my model is not animated, yet.
I also followed what you said to no avail (toyed around with normals [I am not sure if I did anything there, really, I only scaled them up and ticked the option of "show normals"), multiple smoothing modifiers, connecting & welding, materials, etc.].
A guy told me it could be a shader issue, but I have no clue what to do with this information. I guess they are pretty hard-coded and not subject to modifications, but why would only this model cause this is beyond my understanding. It only signifies how newbie I really am. :P
I don't think it's a shader problem per se. It may be a shader problem indirectly, e.g. something in the mesh might be misbehaving. I don't know anywhere near enough to know where to go from here, either. It could be meta data (which gave me some issues in another game), but my method of stripping that (dumping it to obj and re-importing it) tends to strip out other information, too. You could try it, though, and see what happens.
@IskatuMesk: Go
No luck. My god, this is driving me crazy. I am so stuck now.